* Explosions * fix yaml typo and prevent silly UI inputs * oop * Use modified contains() checks And remove IEnumerable * Buff nuke, nerf meteors * optimize the entity lookup stuff a bit * fix tile (0,0) error forgot to do an initial Enumerator.MoveNext(), so the first tile was always the "null" tile. * remove celebration * byte -> int * remove diag edge tile dict * fix one bug but there is another * fix the other bug turns out dividing a ushort leads to rounding errors. Why TF is the grid tile size even a ushort in the first place. * improve edge map * fix minor bug If the initial-explosion tile had an airtight entity on it, the tile was processed twice. * some reviews (transform queries, eye.mapid, and tilesizes in overlays) * Apply suggestions from code review Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * is map paused * GetAllTiles ignores space by default * WriteLine -> WriteError * First -> FirstOrDefault() * default prototype const string * entity query * misc review changes * grid edge max distance * fix fire texture defn bad use of type serializer and ioc-resolves * Remove ExplosionLaunched And allow nukes to throw items towards the outer part of an explosion * no hot-reload disclaimer * replace prototype id string with int index * optimise damage a tiiiiny bit. * entity queries * comments * misc mirror comments * cvars * admin logs * move intensity-per-state to prototype * update tile event to ECS event * git mv * Tweak rpg & minibomb also fix merge bug * you don't exist anymore go away * Fix build Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
643 lines
23 KiB
C#
643 lines
23 KiB
C#
using System.Linq;
|
|
using Content.Server.Explosion.Components;
|
|
using Content.Server.Throwing;
|
|
using Content.Shared.Damage;
|
|
using Content.Shared.Explosion;
|
|
using Content.Shared.Maps;
|
|
using Content.Shared.Physics;
|
|
using Robust.Shared.Map;
|
|
using Robust.Shared.Physics;
|
|
using Robust.Shared.Random;
|
|
using Robust.Shared.Timing;
|
|
using Robust.Shared.Utility;
|
|
|
|
namespace Content.Server.Explosion.EntitySystems;
|
|
|
|
public sealed partial class ExplosionSystem : EntitySystem
|
|
{
|
|
/// <summary>
|
|
/// Used to identify explosions when communicating with the client. Might be needed if more than one explosion is spawned in a single tick.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Overflowing back to 0 should cause no issue, as long as you don't have more than 256 explosions happening in a single tick.
|
|
/// </remarks>
|
|
private int _explosionCounter = 0;
|
|
// maybe should just use a UID/explosion-entity and a state to convey information?
|
|
// but then need to ignore PVS? Eeehh this works well enough for now.
|
|
|
|
/// <summary>
|
|
/// Used to limit explosion processing time. See <see cref="MaxProcessingTime"/>.
|
|
/// </summary>
|
|
internal readonly Stopwatch Stopwatch = new();
|
|
|
|
/// <summary>
|
|
/// How many tiles to explode before checking the stopwatch timer
|
|
/// </summary>
|
|
internal static int TileCheckIteration = 1;
|
|
|
|
/// <summary>
|
|
/// Queue for delayed processing of explosions. If there is an explosion that covers more than <see
|
|
/// cref="TilesPerTick"/> tiles, other explosions will actually be delayed slightly. Unless it's a station
|
|
/// nuke, this delay should never really be noticeable.
|
|
/// </summary>
|
|
private Queue<Func<Explosion?>> _explosionQueue = new();
|
|
|
|
/// <summary>
|
|
/// The explosion currently being processed.
|
|
/// </summary>
|
|
private Explosion? _activeExplosion;
|
|
|
|
/// <summary>
|
|
/// While processing an explosion, the "progress" is sent to clients, so that the explosion fireball effect
|
|
/// syncs up with the damage. When the tile iteration increments, an update needs to be sent to clients.
|
|
/// This integer keeps track of the last value sent to clients.
|
|
/// </summary>
|
|
private int _previousTileIteration;
|
|
|
|
/// <summary>
|
|
/// Process the explosion queue.
|
|
/// </summary>
|
|
public override void Update(float frameTime)
|
|
{
|
|
if (_activeExplosion == null && _explosionQueue.Count == 0)
|
|
// nothing to do
|
|
return;
|
|
|
|
Stopwatch.Restart();
|
|
var x = Stopwatch.Elapsed.TotalMilliseconds;
|
|
|
|
var availableTime = MaxProcessingTime;
|
|
|
|
var tilesRemaining = TilesPerTick;
|
|
while (tilesRemaining > 0 && MaxProcessingTime > Stopwatch.Elapsed.TotalMilliseconds)
|
|
{
|
|
// if there is no active explosion, get a new one to process
|
|
if (_activeExplosion == null)
|
|
{
|
|
// EXPLOSION TODO allow explosion spawning to be interrupted by time limit. In the meantime, ensure that
|
|
// there is at-least 1ms of time left before creating a new explosion
|
|
if (MathF.Max(MaxProcessingTime - 1, 0.1f) < Stopwatch.Elapsed.TotalMilliseconds)
|
|
break;
|
|
|
|
if (!_explosionQueue.TryDequeue(out var spawnNextExplosion))
|
|
break;
|
|
|
|
_activeExplosion = spawnNextExplosion();
|
|
|
|
// explosion spawning can be null if something somewhere went wrong. (e.g., negative explosion
|
|
// intensity).
|
|
if (_activeExplosion == null)
|
|
continue;
|
|
|
|
_explosionCounter++;
|
|
_previousTileIteration = 0;
|
|
|
|
// just a lil nap
|
|
if (SleepNodeSys)
|
|
{
|
|
_nodeGroupSystem.Snoozing = true;
|
|
// snooze grid-chunk regeneration?
|
|
// snooze power network (recipients look for new suppliers as wires get destroyed).
|
|
}
|
|
|
|
if (_activeExplosion.Area > SingleTickAreaLimit)
|
|
break; // start processing next turn.
|
|
}
|
|
|
|
// TODO EXPLOSION check if active explosion is on a paused map. If it is... I guess support swapping out &
|
|
// storing the "currently active" explosion?
|
|
|
|
var processed = _activeExplosion.Process(tilesRemaining);
|
|
tilesRemaining -= processed;
|
|
|
|
// has the explosion finished processing?
|
|
if (_activeExplosion.FinishedProcessing)
|
|
_activeExplosion = null;
|
|
}
|
|
|
|
Logger.InfoS("Explosion", $"Processed {TilesPerTick - tilesRemaining} tiles in {Stopwatch.Elapsed.TotalMilliseconds}ms");
|
|
|
|
// we have finished processing our tiles. Is there still an ongoing explosion?
|
|
if (_activeExplosion != null)
|
|
{
|
|
// update the client explosion overlays. This ensures that the fire-effects sync up with the entities currently being damaged.
|
|
if (_previousTileIteration == _activeExplosion.CurrentIteration)
|
|
return;
|
|
|
|
_previousTileIteration = _activeExplosion.CurrentIteration;
|
|
RaiseNetworkEvent(new ExplosionOverlayUpdateEvent(_explosionCounter, _previousTileIteration + 1));
|
|
return;
|
|
}
|
|
|
|
if (_explosionQueue.Count > 0)
|
|
return;
|
|
|
|
// We have finished processing all explosions. Clear client explosion overlays
|
|
RaiseNetworkEvent(new ExplosionOverlayUpdateEvent(_explosionCounter, int.MaxValue));
|
|
|
|
//wakey wakey
|
|
_nodeGroupSystem.Snoozing = false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Determines whether an entity is blocking a tile or not. (whether it can prevent the tile from being uprooted
|
|
/// by an explosion).
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Used for a variation of <see cref="TurfHelpers.IsBlockedTurf()"/> that makes use of the fact that we have
|
|
/// already done an entity lookup on a tile, and don't need to do so again.
|
|
/// </remarks>
|
|
public bool IsBlockingTurf(EntityUid uid, EntityQuery<PhysicsComponent> physicsQuery)
|
|
{
|
|
if (EntityManager.IsQueuedForDeletion(uid))
|
|
return false;
|
|
|
|
if (!physicsQuery.TryGetComponent(uid, out var physics))
|
|
return false;
|
|
|
|
return physics.CanCollide && physics.Hard && (physics.CollisionLayer & (int) CollisionGroup.Impassable) != 0;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Find entities on a grid tile using the EntityLookupComponent and apply explosion effects.
|
|
/// </summary>
|
|
/// <returns>True if the underlying tile can be uprooted, false if the tile is blocked by a dense entity</returns>
|
|
internal bool ExplodeTile(EntityLookupComponent lookup,
|
|
IMapGrid grid,
|
|
Vector2i tile,
|
|
float throwForce,
|
|
DamageSpecifier damage,
|
|
MapCoordinates epicenter,
|
|
HashSet<EntityUid> processed,
|
|
string id,
|
|
EntityQuery<TransformComponent> xformQuery,
|
|
EntityQuery<DamageableComponent> damageQuery,
|
|
EntityQuery<PhysicsComponent> physicsQuery,
|
|
EntityQuery<MetaDataComponent> metaQuery)
|
|
{
|
|
var gridBox = new Box2(tile * grid.TileSize, (tile + 1) * grid.TileSize);
|
|
|
|
// get the entities on a tile. Note that we cannot process them directly, or we get
|
|
// enumerator-changed-while-enumerating errors.
|
|
List<(EntityUid, TransformComponent?) > list = new();
|
|
|
|
EntityUidQueryCallback callback = uid =>
|
|
{
|
|
if (processed.Contains(uid))
|
|
return;
|
|
|
|
if (!xformQuery.TryGetComponent(uid, out var xform))
|
|
return;
|
|
|
|
if (xform.ParentUid != grid.GridEntityId)
|
|
{
|
|
if (!metaQuery.TryGetComponent(uid, out var meta))
|
|
return;
|
|
// Not parented to grid. Likely in a container.
|
|
if (_containerSystem.IsEntityInContainer(uid, meta))
|
|
return;
|
|
}
|
|
|
|
list.Add((uid, xform));
|
|
};
|
|
|
|
_entityLookup.FastEntitiesIntersecting(lookup, ref gridBox, callback);
|
|
|
|
// process those entities
|
|
foreach (var (entity, xform) in list)
|
|
{
|
|
processed.Add(entity);
|
|
ProcessEntity(entity, epicenter, damage, throwForce, id, damageQuery, physicsQuery, xform);
|
|
}
|
|
|
|
// process anchored entities
|
|
var tileBlocked = false;
|
|
foreach (var entity in grid.GetAnchoredEntities(tile).ToList())
|
|
{
|
|
processed.Add(entity);
|
|
ProcessEntity(entity, epicenter, damage, throwForce, id, damageQuery, physicsQuery);
|
|
tileBlocked |= IsBlockingTurf(entity, physicsQuery);
|
|
}
|
|
|
|
// Next, we get the intersecting entities AGAIN, but purely for throwing. This way, glass shards spawned from
|
|
// windows will be flung outwards, and not stay where they spawned. This is however somewhat unnecessary, and a
|
|
// prime candidate for computational cost-cutting. Alternatively, it would be nice if there was just some sort
|
|
// of spawned-on-destruction event that could be used to automatically assemble a list of new entities that need
|
|
// to be thrown.
|
|
//
|
|
// All things considered, until entity spawning & destruction is sped up, this isn't all that time consuming.
|
|
// And throwing is disabled for nukes anyways.
|
|
if (throwForce <= 0)
|
|
return !tileBlocked;
|
|
|
|
list.Clear();
|
|
_entityLookup.FastEntitiesIntersecting(lookup, ref gridBox, callback);
|
|
|
|
foreach (var (entity, xform) in list)
|
|
{
|
|
// Here we only throw, no dealing damage. Containers n such might drop their entities after being destroyed, but
|
|
// they should handle their own damage pass-through, with their own damage reduction calculation.
|
|
ProcessEntity(entity, epicenter, null, throwForce, id, damageQuery, physicsQuery, xform);
|
|
}
|
|
|
|
return !tileBlocked;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Same as <see cref="ExplodeTile"/>, but for SPAAAAAAACE.
|
|
/// </summary>
|
|
internal void ExplodeSpace(EntityLookupComponent lookup,
|
|
Matrix3 spaceMatrix,
|
|
Matrix3 invSpaceMatrix,
|
|
Vector2i tile,
|
|
float throwForce,
|
|
DamageSpecifier damage,
|
|
MapCoordinates epicenter,
|
|
HashSet<EntityUid> processed,
|
|
string id,
|
|
EntityQuery<TransformComponent> xformQuery,
|
|
EntityQuery<DamageableComponent> damageQuery,
|
|
EntityQuery<PhysicsComponent> physicsQuery,
|
|
EntityQuery<MetaDataComponent> metaQuery)
|
|
{
|
|
var gridBox = new Box2(tile * DefaultTileSize, (DefaultTileSize, DefaultTileSize));
|
|
var worldBox = spaceMatrix.TransformBox(gridBox);
|
|
List<(EntityUid, TransformComponent)> list = new();
|
|
|
|
EntityUidQueryCallback callback = uid =>
|
|
{
|
|
if (processed.Contains(uid))
|
|
return;
|
|
|
|
var xform = xformQuery.GetComponent(uid);
|
|
|
|
if (xform.ParentUid == lookup.Owner)
|
|
{
|
|
// parented directly to the map, use local position
|
|
if (gridBox.Contains(invSpaceMatrix.Transform(xform.LocalPosition)))
|
|
list.Add((uid, xform));
|
|
|
|
return;
|
|
}
|
|
|
|
if (!metaQuery.TryGetComponent(uid, out var meta))
|
|
return;
|
|
|
|
// Not parented to map. Likely in a container.
|
|
if (_containerSystem.IsEntityInContainer(uid, meta))
|
|
return;
|
|
|
|
// finally check if it intersects our tile
|
|
if (gridBox.Contains(invSpaceMatrix.Transform(xform.LocalPosition)))
|
|
list.Add((uid, xform));
|
|
};
|
|
|
|
_entityLookup.FastEntitiesIntersecting(lookup, ref worldBox, callback);
|
|
|
|
foreach (var (entity, xform) in list)
|
|
{
|
|
processed.Add(entity);
|
|
ProcessEntity(entity, epicenter, damage, throwForce, id, damageQuery, physicsQuery, xform);
|
|
}
|
|
|
|
if (throwForce <= 0)
|
|
return;
|
|
|
|
// Also, throw any entities that were spawned as shrapnel. Compared to entity spawning & destruction, this extra
|
|
// lookup is relatively minor computational cost, and throwing is disabled for nukes anyways.
|
|
list.Clear();
|
|
_entityLookup.FastEntitiesIntersecting(lookup, ref worldBox, callback);
|
|
foreach (var (entity, xform) in list)
|
|
{
|
|
ProcessEntity(entity, epicenter, null, throwForce, id, damageQuery, physicsQuery, xform);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// This function actually applies the explosion affects to an entity.
|
|
/// </summary>
|
|
private void ProcessEntity(
|
|
EntityUid uid,
|
|
MapCoordinates epicenter,
|
|
DamageSpecifier? damage,
|
|
float throwForce,
|
|
string id,
|
|
EntityQuery<DamageableComponent> damageQuery,
|
|
EntityQuery<PhysicsComponent> physicsQuery,
|
|
TransformComponent? xform = null)
|
|
{
|
|
// damage
|
|
if (damage != null && damageQuery.TryGetComponent(uid, out var damageable))
|
|
{
|
|
var ev = new GetExplosionResistanceEvent(id);
|
|
RaiseLocalEvent(uid, ev, false);
|
|
|
|
if (ev.Resistance == 0)
|
|
{
|
|
// no damage-dict multiplication required.
|
|
_damageableSystem.TryChangeDamage(uid, damage, ignoreResistances: true, damageable: damageable);
|
|
}
|
|
else if (ev.Resistance < 1)
|
|
{
|
|
_damageableSystem.TryChangeDamage(uid, damage * (1 - ev.Resistance), ignoreResistances: true, damageable: damageable);
|
|
}
|
|
}
|
|
|
|
// throw
|
|
if (xform != null
|
|
&& !xform.Anchored
|
|
&& throwForce > 0
|
|
&& !EntityManager.IsQueuedForDeletion(uid)
|
|
&& physicsQuery.TryGetComponent(uid, out var physics)
|
|
&& physics.BodyType == BodyType.Dynamic)
|
|
{
|
|
// TODO purge throw helpers and pass in physics component
|
|
_throwingSystem.TryThrow(uid, xform.WorldPosition - epicenter.Position, throwForce);
|
|
}
|
|
|
|
// TODO EXPLOSION puddle / flammable ignite?
|
|
|
|
// TODO EXPLOSION deaf/ear damage? other explosion effects?
|
|
}
|
|
|
|
/// <summary>
|
|
/// Tries to damage floor tiles. Not to be confused with the function that damages entities intersecting the
|
|
/// grid tile.
|
|
/// </summary>
|
|
public void DamageFloorTile(TileRef tileRef,
|
|
float intensity,
|
|
List<(Vector2i GridIndices, Tile Tile)> damagedTiles,
|
|
ExplosionPrototype type)
|
|
{
|
|
var tileDef = _tileDefinitionManager[tileRef.Tile.TypeId];
|
|
|
|
while (_robustRandom.Prob(type.TileBreakChance(intensity)))
|
|
{
|
|
intensity -= type.TileBreakRerollReduction;
|
|
|
|
if (tileDef is not ContentTileDefinition contentTileDef)
|
|
break;
|
|
|
|
// does this have a base-turf that we can break it down to?
|
|
if (contentTileDef.BaseTurfs.Count == 0)
|
|
break;
|
|
|
|
tileDef = _tileDefinitionManager[contentTileDef.BaseTurfs[^1]];
|
|
}
|
|
|
|
if (tileDef.TileId == tileRef.Tile.TypeId)
|
|
return;
|
|
|
|
damagedTiles.Add((tileRef.GridIndices, new Tile(tileDef.TileId)));
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// This is a data class that stores information about the area affected by an explosion, for processing by <see
|
|
/// cref="ExplosionSystem"/>.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// This is basically the output of <see cref="ExplosionSystem.GetExplosionTiles()"/>, but wrapped in an enumerator
|
|
/// to iterate over the tiles, along with the ability to keep track of what entities have already been damaged by
|
|
/// this explosion.
|
|
/// </remarks>
|
|
sealed class Explosion
|
|
{
|
|
struct ExplosionData
|
|
{
|
|
public EntityLookupComponent Lookup;
|
|
public Dictionary<int, List<Vector2i>> TileLists;
|
|
public IMapGrid? MapGrid;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Used to avoid applying explosion effects repeatedly to the same entity. Particularly important if the
|
|
/// explosion throws this entity, as then it will be moving while the explosion is happening.
|
|
/// </summary>
|
|
public readonly HashSet<EntityUid> ProcessedEntities = new();
|
|
|
|
/// <summary>
|
|
/// This integer tracks how much of this explosion has been processed.
|
|
/// </summary>
|
|
public int CurrentIteration { get; private set; } = 0;
|
|
|
|
public readonly ExplosionPrototype ExplosionType;
|
|
public readonly MapCoordinates Epicenter;
|
|
private readonly Matrix3 _spaceMatrix;
|
|
private readonly Matrix3 _invSpaceMatrix;
|
|
|
|
private readonly List<ExplosionData> _explosionData = new();
|
|
private readonly List<float> _tileSetIntensity;
|
|
|
|
public bool FinishedProcessing;
|
|
|
|
// shitty enumerator implementation
|
|
private DamageSpecifier _currentDamage = default!;
|
|
private EntityLookupComponent _currentLookup = default!;
|
|
private IMapGrid? _currentGrid;
|
|
private float _currentIntensity;
|
|
private float _currentThrowForce;
|
|
private List<Vector2i>.Enumerator _currentEnumerator;
|
|
private int _currentDataIndex;
|
|
private Dictionary<IMapGrid, List<(Vector2i, Tile)>> _tileUpdateDict = new();
|
|
|
|
private EntityQuery<TransformComponent> _xformQuery;
|
|
private EntityQuery<PhysicsComponent> _physicsQuery;
|
|
private EntityQuery<DamageableComponent> _damageQuery;
|
|
private EntityQuery<MetaDataComponent> _metaQuery;
|
|
|
|
public int Area;
|
|
|
|
private readonly ExplosionSystem _system;
|
|
|
|
public Explosion(ExplosionSystem system,
|
|
ExplosionPrototype explosionType,
|
|
SpaceExplosion? spaceData,
|
|
List<GridExplosion> gridData,
|
|
List<float> tileSetIntensity,
|
|
MapCoordinates epicenter,
|
|
Matrix3 spaceMatrix,
|
|
int area,
|
|
IEntityManager entMan,
|
|
IMapManager mapMan)
|
|
{
|
|
_system = system;
|
|
ExplosionType = explosionType;
|
|
_tileSetIntensity = tileSetIntensity;
|
|
Epicenter = epicenter;
|
|
Area = area;
|
|
|
|
_xformQuery = entMan.GetEntityQuery<TransformComponent>();
|
|
_physicsQuery = entMan.GetEntityQuery<PhysicsComponent>();
|
|
_damageQuery = entMan.GetEntityQuery<DamageableComponent>();
|
|
_metaQuery = entMan.GetEntityQuery<MetaDataComponent>();
|
|
|
|
if (spaceData != null)
|
|
{
|
|
var mapUid = mapMan.GetMapEntityId(epicenter.MapId);
|
|
|
|
_explosionData.Add(new()
|
|
{
|
|
TileLists = spaceData.TileLists,
|
|
Lookup = entMan.GetComponent<EntityLookupComponent>(mapUid),
|
|
MapGrid = null
|
|
});
|
|
|
|
_spaceMatrix = spaceMatrix;
|
|
_invSpaceMatrix = Matrix3.Invert(spaceMatrix);
|
|
}
|
|
|
|
foreach (var grid in gridData)
|
|
{
|
|
_explosionData.Add(new()
|
|
{
|
|
TileLists = grid.TileLists,
|
|
Lookup = entMan.GetComponent<EntityLookupComponent>(grid.Grid.GridEntityId),
|
|
MapGrid = grid.Grid
|
|
});
|
|
}
|
|
|
|
if (TryGetNextTileEnumerator())
|
|
MoveNext();
|
|
}
|
|
|
|
private bool TryGetNextTileEnumerator()
|
|
{
|
|
while (CurrentIteration < _tileSetIntensity.Count)
|
|
{
|
|
_currentIntensity = _tileSetIntensity[CurrentIteration];
|
|
_currentDamage = ExplosionType.DamagePerIntensity * _currentIntensity;
|
|
|
|
// only throw if either the explosion is small, or if this is the outer ring of a large explosion.
|
|
var doThrow = Area < _system.ThrowLimit || CurrentIteration > _tileSetIntensity.Count - 6;
|
|
_currentThrowForce = doThrow ? 10 * MathF.Sqrt(_currentIntensity) : 0;
|
|
|
|
// for each grid/space tile set
|
|
while (_currentDataIndex < _explosionData.Count)
|
|
{
|
|
// try get any tile hash-set corresponding to this intensity
|
|
var tileSets = _explosionData[_currentDataIndex].TileLists;
|
|
if (!tileSets.TryGetValue(CurrentIteration, out var tileList))
|
|
{
|
|
_currentDataIndex++;
|
|
continue;
|
|
}
|
|
|
|
_currentEnumerator = tileList.GetEnumerator();
|
|
_currentLookup = _explosionData[_currentDataIndex].Lookup;
|
|
_currentGrid = _explosionData[_currentDataIndex].MapGrid;
|
|
|
|
_currentDataIndex++;
|
|
return true;
|
|
}
|
|
|
|
// this explosion intensity has been fully processed, move to the next one
|
|
CurrentIteration++;
|
|
_currentDataIndex = 0;
|
|
}
|
|
|
|
// no more explosion data to process
|
|
FinishedProcessing = true;
|
|
return false;
|
|
}
|
|
|
|
private bool MoveNext()
|
|
{
|
|
if (FinishedProcessing)
|
|
return false;
|
|
|
|
while (!FinishedProcessing)
|
|
{
|
|
if (_currentEnumerator.MoveNext())
|
|
return true;
|
|
else
|
|
TryGetNextTileEnumerator();
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
public int Process(int processingTarget)
|
|
{
|
|
// In case the explosion terminated early last tick due to exceeding the allocated processing time, use this
|
|
// time to update the tiles.
|
|
SetTiles();
|
|
|
|
int processed;
|
|
for (processed = 0; processed < processingTarget; processed++)
|
|
{
|
|
if (processed % ExplosionSystem.TileCheckIteration == 0 &&
|
|
_system.Stopwatch.Elapsed.TotalMilliseconds > _system.MaxProcessingTime)
|
|
{
|
|
break;
|
|
}
|
|
|
|
if (_currentGrid != null &&
|
|
_currentGrid.TryGetTileRef(_currentEnumerator.Current, out var tileRef) &&
|
|
!tileRef.Tile.IsEmpty)
|
|
{
|
|
if (!_tileUpdateDict.TryGetValue(_currentGrid, out var tileUpdateList))
|
|
{
|
|
tileUpdateList = new();
|
|
_tileUpdateDict[_currentGrid] = tileUpdateList;
|
|
}
|
|
|
|
var canDamageFloor = _system.ExplodeTile(_currentLookup,
|
|
_currentGrid,
|
|
_currentEnumerator.Current,
|
|
_currentThrowForce,
|
|
_currentDamage,
|
|
Epicenter,
|
|
ProcessedEntities,
|
|
ExplosionType.ID,
|
|
_xformQuery,
|
|
_damageQuery,
|
|
_physicsQuery,
|
|
_metaQuery);
|
|
|
|
// was there a blocking entity on the tile that was not destroyed by the explosion?
|
|
if (canDamageFloor)
|
|
_system.DamageFloorTile(tileRef, _currentIntensity, tileUpdateList, ExplosionType);
|
|
}
|
|
else
|
|
{
|
|
_system.ExplodeSpace(_currentLookup,
|
|
_spaceMatrix,
|
|
_invSpaceMatrix,
|
|
_currentEnumerator.Current,
|
|
_currentThrowForce,
|
|
_currentDamage,
|
|
Epicenter,
|
|
ProcessedEntities,
|
|
ExplosionType.ID,
|
|
_xformQuery,
|
|
_damageQuery,
|
|
_physicsQuery,
|
|
_metaQuery);
|
|
}
|
|
|
|
if (!MoveNext())
|
|
break;
|
|
}
|
|
|
|
SetTiles();
|
|
return processed;
|
|
}
|
|
|
|
private void SetTiles()
|
|
{
|
|
if (!_system.IncrementalTileBreaking && !FinishedProcessing)
|
|
return;
|
|
|
|
foreach (var (grid, list) in _tileUpdateDict)
|
|
{
|
|
if (list.Count > 0)
|
|
{
|
|
grid.SetTiles(list);
|
|
}
|
|
}
|
|
_tileUpdateDict.Clear();
|
|
}
|
|
}
|
|
|